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 Introducing Settlements (07/19/2011)

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Eir
Celestial Guard
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Number of posts : 278
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IGN[Game NickName] : Erin Mordeau
Registration date : 2009-10-13

PostSubject: Introducing Settlements (07/19/2011)   Tue Jul 19, 2011 5:45 am

Settlements take on various shapes and forms, and are intended to serve as landmarks and bases of operations for adventurers. Future patches will usher in more features to enhance their practicality, with each location set to become the backdrop for an assortment of new quests.

--

The Black Shroud

Buscarron's Fold



A solitary shack situated at a glade along the Lumberline and serving as a watch house, the care of which has been passed down through the Buscarron line for generations. To this day, members of the family keep vigil over the road’s security, all the while maintaining a life of self-sufficiency.

The Hawthorne Hut



A trappers' hut named for the legendary Hawthorne, scourge of the mountains. Now residing there is his descendant Rolfe, a retired adventurer of some repute, who is joined by his loving wife and daughter. Together they welcome all travelers with open arms and heartfelt hospitality.

--

La Noscea

Halfstone



A young colony established on the Vylbrand frontier, named for the rocky stuff that pervades its soil. Owing to the backbreaking efforts of resourceful settlers, what little arable land that exists was made to yield a modest crop of fruits and yams alongside lavender and other rugged native species.

Red Rooster Stead



Established by a botanist as an experimental farm, the homestead hosts myriad agricultural undertakings such as the selective breeding of livestock and the research of foreign produce. Its proximity to kobold territory has given the residents no recourse but to turn to pirates for protection.

--

Thanalan

Mythril Pit T-8



The site of a mythril prospecting operation under the management of Amajina & Sons Mineral Concern. Miners and guardsmen alike have taken up residence in the lone habitable structure there, an abandoned inn that had not seen use since hostilities erupted with the Amalj’aa.


The Coffer & Coffin



An inn frequented by trade caravans, its name derived from a folk song which tells of an optimistic man bound for Ul’dah. The traveler drags along a stout chest, which will become either a coffer to hold his winnings from the gambling dens, or a coffin to bear his own lifeless corpse home.
In addition to the above, beast tribe settlements will also be implemented in patch 1.18. And by way of a sneak preview, imposing strongholds and larger settlements of the beastman persuasion are slated to appear in 1.19—a development that could only bode ill for the peace and prosperity of Eorzea.
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Shu
Celestial Council
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Number of posts : 10802
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IGN[Game NickName] : Ashura/Iori Yagami
Current Status : Busy at Work
Registration date : 2008-03-31

PostSubject: Re: Introducing Settlements (07/19/2011)   Tue Jul 19, 2011 7:38 am

heh,they been moving their update news a lot lately.maybe they are speeding up their coding.could be the game have some fun afterall if u go back to it after a year or two ^^

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8800
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Number of posts : 111
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IGN[Game NickName] : Botak Jones
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PostSubject: Re: Introducing Settlements (07/19/2011)   Tue Sep 20, 2011 10:28 am

Just went back abit to find people to chat.

Peace Maiyone is now lv 50 for ALL jobs. And he's not the only one.
According to FFXIVpro at least 5 others like him.

God characters. Faint...

What's the point of getting so high in everything when there's no one or nothing to be done in the game?
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Shu
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Number of posts : 10802
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IGN[Game NickName] : Ashura/Iori Yagami
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Registration date : 2008-03-31

PostSubject: Re: Introducing Settlements (07/19/2011)   Tue Sep 20, 2011 11:59 pm

i have no idea lol.too much time maybe hehe

on other matter.the second series of ff13 for console is coming soon.

with the feature of catching normal mobs and getting them to fight together with you on ur adventure like beast master class.

now why cant they add that to ffxiv instead lol

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Number of posts : 111
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Current Status : Busy at Work
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PostSubject: Re: Introducing Settlements (07/19/2011)   Wed Sep 21, 2011 12:42 am

Because then monsters won't stand a chance against themselves plus a lv 50 in all skills character lol.
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Shu
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Number of posts : 10802
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IGN[Game NickName] : Ashura/Iori Yagami
Current Status : Busy at Work
Registration date : 2008-03-31

PostSubject: Re: Introducing Settlements (07/19/2011)   Wed Sep 21, 2011 3:02 am

hehe yeah sadly the mobs in ffxiv is too weak unless u go to places like the coastline near the sea which have mobs above lvl 60-80+ which turn out to be too strong lol

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